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			198 lines
		
	
	
	
		
			6.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			198 lines
		
	
	
	
		
			6.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * Copyright (c) 2015 scrawl <scrawl@baseoftrash.de>
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a copy
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 * of this software and associated documentation files (the "Software"), to deal
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 * in the Software without restriction, including without limitation the rights
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 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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 * copies of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * The above copyright notice and this permission notice shall be included in
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 * all copies or substantial portions of the Software.
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 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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 * THE SOFTWARE.
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 */
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#include "terraingrid.hpp"
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#include <memory>
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#include <components/resource/resourcesystem.hpp>
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#include <components/resource/texturemanager.hpp>
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#include <components/sceneutil/lightmanager.hpp>
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#include <osg/PositionAttitudeTransform>
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#include <osg/Geometry>
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#include <osg/Geode>
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#include <osgFX/Effect>
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#include <osgUtil/IncrementalCompileOperation>
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#include "material.hpp"
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#include "storage.hpp"
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namespace
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{
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    class StaticBoundingBoxCallback : public osg::Drawable::ComputeBoundingBoxCallback
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    {
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    public:
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        StaticBoundingBoxCallback(const osg::BoundingBox& bounds)
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            : mBoundingBox(bounds)
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        {
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        }
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        virtual osg::BoundingBox computeBound(const osg::Drawable&) const
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        {
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            return mBoundingBox;
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        }
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    private:
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        osg::BoundingBox mBoundingBox;
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    };
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}
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namespace Terrain
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{
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TerrainGrid::TerrainGrid(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico,
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                         Storage* storage, int nodeMask)
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    : Terrain::World(parent, resourceSystem, ico, storage, nodeMask)
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{
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}
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TerrainGrid::~TerrainGrid()
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{
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    while (!mGrid.empty())
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    {
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        unloadCell(mGrid.begin()->first.first, mGrid.begin()->first.second);
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    }
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}
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class GridElement
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{
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public:
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    osg::ref_ptr<osg::PositionAttitudeTransform> mNode;
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};
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void TerrainGrid::loadCell(int x, int y)
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{
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    if (mGrid.find(std::make_pair(x, y)) != mGrid.end())
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        return; // already loaded
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    osg::Vec2f center(x+0.5f, y+0.5f);
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    float minH, maxH;
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    if (!mStorage->getMinMaxHeights(1, center, minH, maxH))
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        return; // no terrain defined
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    std::auto_ptr<GridElement> element (new GridElement);
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    osg::Vec2f worldCenter = center*mStorage->getCellWorldSize();
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    element->mNode = new osg::PositionAttitudeTransform;
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    element->mNode->setPosition(osg::Vec3f(worldCenter.x(), worldCenter.y(), 0.f));
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    mTerrainRoot->addChild(element->mNode);
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    osg::ref_ptr<osg::Vec3Array> positions (new osg::Vec3Array);
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    osg::ref_ptr<osg::Vec3Array> normals (new osg::Vec3Array);
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    osg::ref_ptr<osg::Vec4Array> colors (new osg::Vec4Array);
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    osg::ref_ptr<osg::VertexBufferObject> vbo (new osg::VertexBufferObject);
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    positions->setVertexBufferObject(vbo);
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    normals->setVertexBufferObject(vbo);
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    colors->setVertexBufferObject(vbo);
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    mStorage->fillVertexBuffers(0, 1, center, positions, normals, colors);
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    osg::ref_ptr<osg::Geometry> geometry (new osg::Geometry);
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    geometry->setVertexArray(positions);
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    geometry->setNormalArray(normals, osg::Array::BIND_PER_VERTEX);
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    geometry->setColorArray(colors, osg::Array::BIND_PER_VERTEX);
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    geometry->setUseDisplayList(false);
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    geometry->setUseVertexBufferObjects(true);
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    geometry->addPrimitiveSet(mCache.getIndexBuffer(0));
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    // we already know the bounding box, so no need to let OSG compute it.
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    osg::Vec3f min(-0.5f*mStorage->getCellWorldSize(),
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                   -0.5f*mStorage->getCellWorldSize(),
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                   minH);
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    osg::Vec3f max (0.5f*mStorage->getCellWorldSize(),
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                       0.5f*mStorage->getCellWorldSize(),
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                       maxH);
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    osg::BoundingBox bounds(min, max);
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    geometry->setComputeBoundingBoxCallback(new StaticBoundingBoxCallback(bounds));
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    osg::ref_ptr<osg::Geode> geode (new osg::Geode);
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    geode->addDrawable(geometry);
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    std::vector<LayerInfo> layerList;
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    std::vector<osg::ref_ptr<osg::Image> > blendmaps;
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    mStorage->getBlendmaps(1.f, center, false, blendmaps, layerList);
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    // For compiling textures, I don't think the osgFX::Effect does it correctly
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    osg::ref_ptr<osg::Node> textureCompileDummy (new osg::Node);
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    std::vector<osg::ref_ptr<osg::Texture2D> > layerTextures;
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    for (std::vector<LayerInfo>::const_iterator it = layerList.begin(); it != layerList.end(); ++it)
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    {
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        layerTextures.push_back(mResourceSystem->getTextureManager()->getTexture2D(it->mDiffuseMap, osg::Texture::REPEAT, osg::Texture::REPEAT));
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        textureCompileDummy->getOrCreateStateSet()->setTextureAttributeAndModes(0, layerTextures.back());
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    }
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    std::vector<osg::ref_ptr<osg::Texture2D> > blendmapTextures;
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    for (std::vector<osg::ref_ptr<osg::Image> >::const_iterator it = blendmaps.begin(); it != blendmaps.end(); ++it)
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    {
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        osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D);
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        texture->setImage(*it);
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        texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
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        texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
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        texture->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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        texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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        texture->setResizeNonPowerOfTwoHint(false);
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        blendmapTextures.push_back(texture);
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        textureCompileDummy->getOrCreateStateSet()->setTextureAttributeAndModes(0, layerTextures.back());
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    }
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    // use texture coordinates for both texture units, the layer texture and blend texture
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    for (unsigned int i=0; i<2; ++i)
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        geometry->setTexCoordArray(i, mCache.getUVBuffer());
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    osg::ref_ptr<osgFX::Effect> effect (new Terrain::Effect(layerTextures, blendmapTextures));
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    effect->addCullCallback(new SceneUtil::LightListCallback);
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    effect->addChild(geode);
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    element->mNode->addChild(effect);
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    if (mIncrementalCompileOperation)
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    {
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        mIncrementalCompileOperation->add(geode);
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        mIncrementalCompileOperation->add(textureCompileDummy);
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    }
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    mGrid[std::make_pair(x,y)] = element.release();
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}
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void TerrainGrid::unloadCell(int x, int y)
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{
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    Grid::iterator it = mGrid.find(std::make_pair(x,y));
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    if (it == mGrid.end())
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        return;
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    GridElement* element = it->second;
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    mTerrainRoot->removeChild(element->mNode);
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    delete element;
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    mGrid.erase(it);
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}
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}
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